Itsa me, quake3io!
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108
q3radiant/terrain.h
Normal file → Executable file
108
q3radiant/terrain.h
Normal file → Executable file
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@ -19,57 +19,57 @@ along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __TERRAIN_H__
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#define __TERRAIN_H__
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void Terrain_SetEpair( terrainMesh_t *p, const char *pKey, const char *pValue );
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const char* Terrain_GetKeyValue( terrainMesh_t *p, const char *pKey );
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int Terrain_MemorySize( terrainMesh_t *p );
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void Terrain_Delete( terrainMesh_t *p );
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terrainMesh_t *MakeNewTerrain( int width, int height, qtexture_t *texture = NULL );
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brush_t *AddBrushForTerrain( terrainMesh_t *pm, bool bLinkToWorld = true );
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terrainMesh_t *Terrain_Duplicate( terrainMesh_t *pFrom );
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void Terrain_BrushToMesh( void );
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brush_t *Terrain_Parse( void );
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void Terrain_Write( terrainMesh_t *p, CMemFile *file );
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void Terrain_Write( terrainMesh_t *p, FILE *file );
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void Terrain_Select( terrainMesh_t *p );
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void Terrain_Deselect( terrainMesh_t *p );
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void Terrain_Move( terrainMesh_t *pm, const vec3_t vMove, bool bRebuild = false );
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void UpdateTerrainInspector( void );
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void Terrain_CalcBounds( terrainMesh_t *p, vec3_t &vMin, vec3_t &vMax );
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void CalcTriNormal( const vec3_t a, const vec3_t b, const vec3_t c, vec3_t o );
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void Terrain_CalcVertPos( terrainMesh_t *p, int x, int y, vec3_t vert );
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void Terrain_CalcNormals( terrainMesh_t *p );
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void Terrain_FindReplaceTexture( terrainMesh_t *p, const char *pFind, const char *pReplace, bool bForce );
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bool Terrain_HasTexture( terrainMesh_t *p, const char *name );
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void Terrain_ReplaceQTexture( terrainMesh_t *p, qtexture_t *pOld, qtexture_t *pNew );
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void Terrain_SetTexture( terrainMesh_t *p, texdef_t *tex_def );
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void Terrain_Scale( terrainMesh_t *p, const vec3_t vOrigin, const vec3_t vAmt, bool bRebuild = true );
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bool Terrain_DragScale( terrainMesh_t *p, vec3_t vAmt, vec3_t vMove );
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void Terrain_ApplyMatrix( terrainMesh_t *p, const vec3_t vOrigin, const vec3_t vMatrix[ 3 ], bool bSnap );
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void Terrain_DrawFace( brush_t *brush, terrainFace_t *terraface );
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void DrawTerrain( terrainMesh_t *pm, bool bPoints, bool bShade = false );
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void Terrain_DrawCam( terrainMesh_t *pm );
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void Terrain_DrawXY( terrainMesh_t *pm, entity_t *owner );
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bool OnlyTerrainSelected( void );
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bool AnyTerrainSelected( void );
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terrainMesh_t *SingleTerrainSelected( void );
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void Terrain_Edit( void );
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void Terrain_SelectPointByRay ( vec3_t org, vec3_t dir, int buttons );
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void Terrain_AddMovePoint( vec3_t v, bool bMulti, bool bFull, int buttons );
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void Terrain_UpdateSelected( vec3_t vMove );
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int Terrain_PointInMoveList( terrainVert_t *pf );
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void Terrain_AddPoint( terrainMesh_t *p, terrainVert_t *v );
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void Terrain_RemovePointFromMoveList( terrainVert_t *v );
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void Terrain_SelectAreaPoints( void );
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bool RayTriangleIntersect( vec3_t orig, vec3_t dir, vec3_t vert1, vec3_t vert2, vec3_t vert3, float *t );
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terrainFace_t *Terrain_Ray( vec3_t origin, vec3_t dir, brush_t *b, float *dist );
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void Select_TerrainFacesFromBrush( brush_t *brush );
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void SetTerrainTexdef( brush_t *brush, terrainFace_t *vert, texdef_t *texdef );
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void RotateTerrainFaceTexture( terrainFace_t *vert, int nAxis, float fDeg );
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void TerrainFace_FitTexture( terrainFace_t *vert );
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void Select_TerrainFace( brush_t * brush, terrainFace_t *terraface );
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void Terrain_Init( void );
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#endif
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#ifndef __TERRAIN_H__
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#define __TERRAIN_H__
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void Terrain_SetEpair( terrainMesh_t *p, const char *pKey, const char *pValue );
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const char* Terrain_GetKeyValue( terrainMesh_t *p, const char *pKey );
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int Terrain_MemorySize( terrainMesh_t *p );
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void Terrain_Delete( terrainMesh_t *p );
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terrainMesh_t *MakeNewTerrain( int width, int height, qtexture_t *texture = NULL );
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brush_t *AddBrushForTerrain( terrainMesh_t *pm, bool bLinkToWorld = true );
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terrainMesh_t *Terrain_Duplicate( terrainMesh_t *pFrom );
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void Terrain_BrushToMesh( void );
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brush_t *Terrain_Parse( void );
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void Terrain_Write( terrainMesh_t *p, CMemFile *file );
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void Terrain_Write( terrainMesh_t *p, FILE *file );
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void Terrain_Select( terrainMesh_t *p );
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void Terrain_Deselect( terrainMesh_t *p );
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void Terrain_Move( terrainMesh_t *pm, const vec3_t vMove, bool bRebuild = false );
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void UpdateTerrainInspector( void );
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void Terrain_CalcBounds( terrainMesh_t *p, vec3_t &vMin, vec3_t &vMax );
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void CalcTriNormal( const vec3_t a, const vec3_t b, const vec3_t c, vec3_t o );
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void Terrain_CalcVertPos( terrainMesh_t *p, int x, int y, vec3_t vert );
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void Terrain_CalcNormals( terrainMesh_t *p );
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void Terrain_FindReplaceTexture( terrainMesh_t *p, const char *pFind, const char *pReplace, bool bForce );
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bool Terrain_HasTexture( terrainMesh_t *p, const char *name );
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void Terrain_ReplaceQTexture( terrainMesh_t *p, qtexture_t *pOld, qtexture_t *pNew );
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void Terrain_SetTexture( terrainMesh_t *p, texdef_t *tex_def );
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void Terrain_Scale( terrainMesh_t *p, const vec3_t vOrigin, const vec3_t vAmt, bool bRebuild = true );
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bool Terrain_DragScale( terrainMesh_t *p, vec3_t vAmt, vec3_t vMove );
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void Terrain_ApplyMatrix( terrainMesh_t *p, const vec3_t vOrigin, const vec3_t vMatrix[ 3 ], bool bSnap );
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void Terrain_DrawFace( brush_t *brush, terrainFace_t *terraface );
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void DrawTerrain( terrainMesh_t *pm, bool bPoints, bool bShade = false );
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void Terrain_DrawCam( terrainMesh_t *pm );
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void Terrain_DrawXY( terrainMesh_t *pm, entity_t *owner );
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bool OnlyTerrainSelected( void );
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bool AnyTerrainSelected( void );
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terrainMesh_t *SingleTerrainSelected( void );
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void Terrain_Edit( void );
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void Terrain_SelectPointByRay ( vec3_t org, vec3_t dir, int buttons );
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void Terrain_AddMovePoint( vec3_t v, bool bMulti, bool bFull, int buttons );
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void Terrain_UpdateSelected( vec3_t vMove );
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int Terrain_PointInMoveList( terrainVert_t *pf );
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void Terrain_AddPoint( terrainMesh_t *p, terrainVert_t *v );
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void Terrain_RemovePointFromMoveList( terrainVert_t *v );
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void Terrain_SelectAreaPoints( void );
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bool RayTriangleIntersect( vec3_t orig, vec3_t dir, vec3_t vert1, vec3_t vert2, vec3_t vert3, float *t );
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terrainFace_t *Terrain_Ray( vec3_t origin, vec3_t dir, brush_t *b, float *dist );
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void Select_TerrainFacesFromBrush( brush_t *brush );
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void SetTerrainTexdef( brush_t *brush, terrainFace_t *vert, texdef_t *texdef );
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void RotateTerrainFaceTexture( terrainFace_t *vert, int nAxis, float fDeg );
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void TerrainFace_FitTexture( terrainFace_t *vert );
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void Select_TerrainFace( brush_t * brush, terrainFace_t *terraface );
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void Terrain_Init( void );
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#endif
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